Hey there Warbox fans! We're sorry to announce, but unfortunately the lead developer of Warbox, Mantaliss, has left development at the moment for a 2 week military training event. As most of you probably know, Manta has left for trips to military training before, so please wish our lead dev good luck on his trip. The update was rather hefty in content, so even when he comes back on May 6th, don't expect the update to release immediately on Manta's return. Thank you for understanding!
"Hey everyone! Just want to update everyone on the status of development really quickly. I am currently not home and am on a 2 week military training event. Development will start back up again on May 6th."
-Mantaliss
In the meantime, here's a list of what is known to be in Warbox 0.0.3.0 so far.
Once again, development is currently at a halt, so please be patient, as it is a one man team. Some may simply say "Just get a dev team", but this is a passion project of Mantaliss' and he will take his time with it. Thank you all though for supporting the steady development of Warbox.
- Fixed gamebreaking bug that prevented the final battle from being beaten. - Challenges now unlocks when beating the game in normal. (Works retroactively by getting in the main menu if you have beaten the game.)
The knight's parrying skill has been changed. If knight succeeded in parrying an enemy's attack, pushes the nearby enemy away and inflict stun.
Improved intuition of the earth quake skill used by the 1st floor regional supervisor Lava Golem. Now, I expect users to find hints easily. But I think we need to figure out a way to looks cool visually.
I found a wrong algorithm that doesn't cause problems yet, so I fixed it. Side effects may occur, so I plan to keep an eye on them.
The time has come to enter Irumesa and see what the Isle has to offer in the open alpha test. To access the test, simply Opt-in on Steam by 'Requesting Access'.
The open alpha will be running for a month and we are planning and fixing and adjusting as the alpha progresses. We have received amazing response so far! We have released a video detailing what to expect from this alpha.
Feel free to join our Discord as we are most active there and will give you the opportunity to engage with us and the community:
Hi everyone, Last week we worked on another quest for the Artisan’s Keep. This quest takes place at the sea cave dungeon of the Aquathrians. There was a sea cave dungeon of the Sharkmen in the late game. We improved that with new terrain types and objects.
One of the new additions is Sea Urchins. These are dangerous trap-like objects that bleed the unlucky creatures that step on them. Hero can kite the enemies towards them to take advantage. Since they are assumably hidden and small, creatures can't avoid them like they can avoid activated spiked traps. Only flying enemies and Coral Spiders are safe from their bleed damage.
Another addition is shallow water terrain which slows the hero and the enemy but not the aquatic or flying creatures. Shallow water increases lightning damage too.
We also changed the pool model for the cave like dungeons. It seems more like a natural pool now.
Aquathril Ore Rock is also added to be mined in this dungeon. Aquathril is a metal unique to Terra Randoma. It is used in quality medium armors and numerous weapons. Alchemist’s Tower also pays good price for it.
Artisan Master wants us to deliver him a very precious gem that can only be found in a cave on an uncharted island somewhere at the sea. Our hero must deal with the monsters and traps, then find the precious gemstone. It is a challenging dungeon but full of crystals and ores to mine. Also like all other Artisan's Keep quests, it increases the hero's reputation in all towns.
After leaving the dungeon, cultists or bandits may come after our hero (like most of the time when we have something valuable in our backpack). They want that precious gemstone too. Hero can give it to them to avoid unnecessary combat or be loyal to his word and fight for it.
In addition to these, we worked on two new boot types: Satin boots and Sharkhide Boots. Like all equipment, these boots will also have prefix and suffixes and be visible on the hero avatar when equipped.
With the introduction of item stacking in the inventory, the new settlement and its quests, the new update is shaping up nicely. We are in the testing phase and doing the final touches.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Wow, it's been over two years ago since I last posted an update. The reason I wanted to post something is because I felt that I should post something as a sign of life and yes, I still very much care about this game that I spent 4+ years of my life on. The reason I haven't posted anything is because I didn't feel I had anything worth while to talk about. Of course the pandemic hit and since then everything's been sideways.
First of all I want to once again show my gratitude to those who've left reviews, posted tidbits about the game and/or their experience. It's always appreciated and I do keep tabs on the game. A few things I'll point out is that this news post is mostly me talking about what I've been up to and what I am currently working on. I wish I had some sort of concrete news regarding STARDROP itself but I honestly don't have much. The project itself is now not even compiling anymore and I simply don't have the time to figure out why. I've wanted to try and fix a few bugs that have persisted but the way I handled mechanics is so vastly outdated that I get a headache looking at it.
Seriously, I've been working on a slew of prototypes (more on this later) where I am so much more efficient and capable in what I can do and how much more optimized I can do things, looking at the old project is rather perplexing. Thanks to working on it, I've learned a ton and thanks to working on new stuff I've been able to grow even more and I know that in the back of my head I really want to do another project this size or even bigger but for now I'm focused on smaller projects.
So, the pandemic also hit hard and during that time I've tried to start new projects. I prototyped a few ideas before it hit but once it did, it was hard to stay focused and I had one project that I pursued to completion, which is:
Play With Gilbert - Remake
At first I wanted to create a follow-up to the original PWG and started off on a new project but things just didn't sit right with me. The original game started out as a personal project for my daughter, I put a bit of effort into it and released it on Steam. That was in 2017, when I was still knees deep in development of STARDROP. No real expectations but the game seemed to do very well with the target audience and the parents were happy to have a game that didn't include anything predatory nor had any adult humor in it.
I was chugging along with the new project but as development went on it just didn't sit right with me to leave the old game as it was. I wanted PWG to have a higher quality ceiling. It also wouldn't sit right with me that the first entry in the game wasn't as good as it could be.
So I decided to remake the entire game from scratch. And then the pandemic hit. With all the stuff going on, working on a game like PWG was really something I need on a mental level. The light hearted ness of it all was making life just a bit more bearable. I soldiered on and released the remake abotu a year ago and it's been received very well! Super happy with the response and am glad it's finding a small but incredibly friendly community, very much like the one with STARDROP.
https://store.steampowered.com/app/740040/Play_With_Gilbert__Remake/ I made sure most of the old features returned but executed much better. Customization was greatly expanded. The levels were recreated and much better optimized. Coop was included from the start instead of tacked on and a lot of new features were added as well. and it's a project I am still tinkering on while having fun. No pressure.
I'll leave the trailer here, so you can have a look if you're interested. Again, I'm just sharing what I've been up to and putting a spot light on my other work.
Whiskered Away
This is a new and upcoming project. I've always wanted to do something with pixel art and I felt Gilbert would be a perfect fit. A relaxing platformer that doesn't demand too much from the player where I can dip my toes into the whole 2D development cycle.
PikuNiku was a huge inspiration and A short hike as well. A fun little platform and exploration game with quirky animals and other characters. Writing for it is something completely different and I'm having a ton of fun coming up with these characters and trying to bring them to life.
The game is coming along and will be released hopefully around summer. The game is still being developed and thus this current version is subject to change in various ways. You'll be able to add the game to your wish list if you enjoy the demo and for me to receive feedback so I can make a better experience in the end.
https://store.steampowered.com/app/1922800/Whiskered_Away/ I also created a small simple trailer for the time being, A more finalized trailer will be created when I get to the final stretches of development but for now, it suits its job I believe.
The demo will be updated periodically when new content is added. I will be participating in the Steam Next Fest for June and hopefully release the game not too long from then. I want this game to be a fun experience with more character interactions and dialogues.
Other Projects
Of course this is far from what I've been working on. In fact I've started a number of projects which haven't worked out for me. I worked on a Zero-G sci-fi game, which was fun to work on but I couldn't find the gameplay loop. I'm keeping it in my back pocket for now and may turn it into a small game experience at some point. It's very different but too niche to continue right now.
Another project included zombies on a distant planet. In fact I wanted to tie this directly into the STARDROP universe, The colony mentioned near the end of the game but it was too big for me to tackle. I couldn't justify another four years working on a single title, so maybe I'll revisit it but at the same time I have been able to expand on some of the ideas I had for it and may do something different.
Project STARDUST
Project STARDUST is the latest one that I am working on slowly in the background. Since it's going to be a bigger project (not as big as STARDROP) I've not formally announced it yet. I do really like where it's heading and I am going to keep working on it while I finish another unannounced project first.
I will share a short clip of what it looks like so far. I don't have a complete story yet and it'll be a very different game from STARDROP. This one will have combat. It may even end up in the same universe as STARDROP but I'm not entirely sure about it.
Let me know what you think and if this is something that looks like fun to you. I've always wanted to make a shooter that is more leaning towards survival horror. Lots of people felt creeped out by the ships in STARDROP so that's an aspect I always wanted to explore and as I mentioned, I'm going to keep this one in active development.
Unannounced Project
Not much I can say about it yet. I will post an update here once it's publicly announced but it's something completely different from what I've done so far. Exciting but "horror-fying" at the same time., haha.
I Have A Patreon Page
I also decided to set up a Patreon. being an indie developer, now more than ever, isn't the easiest thing in the world but I really want to stay independent and this is one avenue that allows me to stay so.
I am really disliking the majority of where the games industry is heading towards, with worse predatory monetization schemes than ever before, half baked games that might and probably wont ever be completed and now the whole NFT craze. I just want to make fun games the old fashioned way by working my ass off, getting it finished and maybe then after release I'll add new content.
Anyway, getting side-tracked, the support I've received from my Patrons have been amazing and in fact has helped me more then they could suspect and they have my gratitude. So, if you are in a position and thinking to yourself, yeah I'd love to see more games from this developer in the future then you can always take a peek at my Patreon page and see what its about.
I've set up a few tiers and I believe the rewards for them are pretty neat. I've thought a lot about how I would go about this and it's fairly straight forward. Patrons will get access to the games I release via a Steam key and receive access to a number of my prototypes. If I have something interesting I'll post it.
Even if you don't want or cannot support me on Patreon, Joining the Discord server will enable you to offer support in the form of feedback and suggestions and being kept in the loop of what I'm working on, because I have a lot more planned than just Gilbert games.
IMPORTANT: Now I want to make it very clear that I am not selling my games on Pateron directly. This is purely for people who want to support me and my games as I do NOT want to compete with selling my games on Patreon. You will get rewarded on Patreon with the end product, but it's important to note that it's not a direct buy. I also want to make it very clear that you should be able to be in a position to even consider it.
Thank you for reading and if you made it this far! I believe I have some interesting stuff in the works. I really want to keep doing various genres and experiment with different kinds of games. I enjoy a range of different kinds of games myself and it's fun not making the same stuff over and over. I always wanted to make a shooter, so I got that covered with STARDUST. Whiskered Away is a fun little 2D game that I also, always wanted to do. My unannounced project is going more into the horror genre, which again, is something very different but I love a good horror experience.
Hopefully with STARDUST I can get back to sci-fi. I feel that once that one is finished I will hopefully be able to return to STARDROP. I've been going over how to return to that universe. Whatever I'll make, I'll promise to post it here for those who are interested.
We've been light on written updates lately while getting everything ready for the big Early Access release but I really can't tell you how thrilled we are to finally open up the Castle and Mines to everyone!
I'm writing this post to share the current state of Early Access so you'll know what to expect when the big day comes, and how we're planning our development going forward.
For the content of the game itself we've provided pre-release copies to Streamers and YouTubers so that you can get a solid preview of exactly what is going to be available on the 25th, but it's also important for us to talk about what's going to come next!
The base game that we'll be launching is definitely still a little rough around the edges, but overall I'm extremely happy with it. We have a core arcade-y experience that takes between 1-1.5 hours for a single run, and it really builds on the replayability that you've come to expect from the Peglin demo. The EA release on the 25th will launch with the same Level 5 Cruciball trial that is available in the demo currently (which is much harder than it's supposed to be!), but we will be following it up with the proper unlockable Cruciball implementation (up to level 8 out of 20) very shortly after release (within 2 weeks). After that we will be turning our attention to the Haglin update (obtainable currency & a store (with more reliable orb removal!) and up to Cruciball level 12), and then our next goal is to introduce classes to allow for more run customization (we're also going to keep the jack-of-all-trades Peglin class that we've all been working with that will combine most of the content from all the other classes). In between major updates we're planning to roll out bugfixes and smaller content updates on a very regular basis - and once our current EA-patching frenzy subsides we will be putting together a more detailed roadmap to share our future plans!
One thing that I'm (weirdly?) excited about is getting back to sharing proper patch notes. When we were rapidly developing Castle & Mines content while maintaining and updating the public Forest demo we didn't have the extra time to put a framework in place to log the necessary info for real patch notes. Now that we're fully turning our attention to the Early Access release and updates of Peglin, we will be posting the full changelog for every update! (You're welcome vizthex!)
I can not stress enough that the current demo of Peglin has only become as entertaining and balanced as it is thanks to the sheer amount of feedback that we've received from so many different people trying it out and sharing their thoughts! The areas past the forest might be a little rough around the edges to start but I'm confident that together we can really hone this game into something amazing.
Thank you so much for joining us on this journey, and we can't wait to tackle the next stage together!